import pygame from pygame import locals import random pygame.init() # 初始化 class Block(pygame.sprite.Sprite): def __init__(self,image1,image2,image3): super().__init__() self.image = random.choice([image1,image2,image3]) self.rect=self.image.get_rect() self.rect.x = 1000 self.rect.y = 500-self.rect.height class Player(pygame.sprite.Sprite): def __init__(self,image): super().__init__() self.image = image self.rect=self.image.get_rect() self.rect.x = 150 self.rect.y = 400 # 创建一个窗口 screen = pygame.display.set_mode((1000, 600)) FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) pygame.display.set_caption("悟空酷跑") # 载入图片 background = pygame.image.load('bg.png') # 背景 road = pygame.image.load('road.png') # 路 stone = pygame.image.load('stone.png') # 石头 cacti = pygame.image.load('cacti.png') # 仙人掌 bush = pygame.image.load('bush.png') # 灌木丛 hero = [pygame.image.load('hero1.png'), pygame.image.load('hero2.png'), pygame.image.load('hero3.png'), pygame.image.load('hero4.png'), pygame.image.load('hero5.png')] time=0 index = 0 y = 400 jumpState = "runing" t = 30 road_x=0 background_x=0 gamestate=True block_list=pygame.sprite.Group() while True: for event in pygame.event.get(): if event.type == locals.QUIT: # 接收到退出事件后退出程序 exit() if event.type == locals.KEYDOWN: if jumpState == "runing": if event.key == locals.K_SPACE: jumpState = "up" wukong = Player(hero[index]) if jumpState == "runing": # 跑步状态下 index += 1 if index >= 5: index = 0 if gamestate == True: if jumpState == "up": # 起跳状态 if t > 0: y -= t wukong.rect.y = y t -= 2 else: jumpState = "down" if jumpState == "down": # 降落状态 if t <= 30: y += t wukong.rect.y = y t += 2 else: jumpState = "runing" t =30 # 悟空造型 # 将背景图画上去 background_x-=1 if background_x<=-1000: background_x=0 screen.blit(background,(background_x ,0)) road_x-=8 if road_x<=-1000: road_x=0 screen.blit(road,(road_x,500)) screen.blit(wukong.image, (150, y)) # 悟空 # 障碍物消失 # 创建障碍物对象 time +=1 if time >=60: r = random.randint(0,100) if r>40: obstacle = Block(stone,cacti,bush) block_list.add(obstacle) time=0 for prop in block_list: prop.rect.x -=8 screen.blit(prop.image,(prop.rect.x,prop.rect.y)) if prop.rect.x <= 0-prop.rect.width: prop.kill() if pygame.sprite.collide_rect(wukong,prop): gameover =pygame.image.load('gameover.png') screen.blit(gameover,(400,200)) gamestate = 0 # 刷新画面 pygame.display.update() FPS.tick(600)